sfx_impact.default
{
	attenuation normal
	sample weapons/ric1.wav
	sample weapons/ric2.wav
	sample weapons/ric3.wav
	sample weapons/ric4.wav
	sample weapons/ric5.wav
}

sfx_impact.alien
{
	attenuation normal
	sample weapons/ric1.wav
	sample weapons/ric2.wav
	sample weapons/ric3.wav
	sample weapons/ric4.wav
	sample weapons/ric5.wav
}

sfx_impact.flesh
{
	attenuation normal
	sample debris/flesh1.wav
	sample debris/flesh2.wav
	sample debris/flesh3.wav
	sample debris/flesh4.wav
	sample debris/flesh5.wav
	sample debris/flesh6.wav
	sample debris/flesh7.wav
}

sfx_impact.foliage
{
	attenuation normal
	sample weapons/ric1.wav
	sample weapons/ric2.wav
	sample weapons/ric3.wav
	sample weapons/ric4.wav
	sample weapons/ric5.wav
}

sfx_impact.computer
{
	attenuation normal
	sample buttons/spark1.wav
	sample buttons/spark2.wav
	sample buttons/spark3.wav
	sample buttons/spark4.wav
	sample buttons/spark5.wav
	sample buttons/spark6.wav
}

sfx_impact.dirt
{
	attenuation normal
	sample weapons/ric1.wav
	sample weapons/ric2.wav
	sample weapons/ric3.wav
	sample weapons/ric4.wav
	sample weapons/ric5.wav
}

sfx_impact.vent
{
	attenuation normal
	sample debris/metal1.wav
	sample debris/metal2.wav
	sample debris/metal3.wav
	sample debris/metal4.wav
	sample debris/metal5.wav
	sample debris/metal6.wav
	sample weapons/ric_metal-1.wav
	sample weapons/ric_metal-2.wav
}

sfx_impact.grate
{
	attenuation normal
	sample debris/metal1.wav
	sample debris/metal2.wav
	sample debris/metal3.wav
	sample debris/metal4.wav
	sample debris/metal5.wav
	sample debris/metal6.wav
}

sfx_impact.metal
{
	attenuation normal
	sample debris/metal1.wav
	sample debris/metal2.wav
	sample debris/metal3.wav
	sample debris/metal4.wav
	sample debris/metal5.wav
	sample debris/metal6.wav
}

sfx_impact.glass
{
	attenuation normal
	sample debris/glass1.wav
	sample debris/glass2.wav
	sample debris/glass3.wav
	sample debris/glass4.wav
}

sfx_impact.sand
{
	attenuation normal
	sample weapons/ric1.wav
	sample weapons/ric2.wav
	sample weapons/ric3.wav
	sample weapons/ric4.wav
	sample weapons/ric5.wav
}

sfx_impact.slosh
{
	attenuation normal
	sample weapons/ric1.wav
	sample weapons/ric2.wav
	sample weapons/ric3.wav
	sample weapons/ric4.wav
	sample weapons/ric5.wav
}

sfx_impact.snow
{
	attenuation normal
	sample weapons/ric1.wav
	sample weapons/ric2.wav
	sample weapons/ric3.wav
	sample weapons/ric4.wav
	sample weapons/ric5.wav
}

sfx_impact.tile
{
	attenuation normal
	sample weapons/ric1.wav
	sample weapons/ric2.wav
	sample weapons/ric3.wav
	sample weapons/ric4.wav
	sample weapons/ric5.wav
}

sfx_impact.wood
{
	attenuation normal
	sample debris/wood1.wav
	sample debris/wood2.wav
	sample debris/wood3.wav
	sample debris/wood4.wav
}

sfx_impact.concrete
{
	attenuation normal
	sample debris/concrete1.wav
	sample debris/concrete2.wav
	sample debris/concrete3.wav
	sample weapons/ric_conc-1.wav
	sample weapons/ric_conc-2.wav
}
